Jump to content
  • Advertisement
  • entries
  • comments
  • views

You'll rue the day Trebek!

Sign in to follow this  


Ahem. I found one of the major slowdowns I think. The UI layer was rendered as many transparent tiles which acted as mouse targets for recentering the map. Rather than rendering to texture, I just removed the layer's rendertree() call. The input handler uses visibility, and will nicely ignore the lack of actual rendering invisible tiles...

Release mode back up to ~360fps, with all the timer/counter profiling still enabled.

[edit: Current state, for screenshot monkeys.]
Sign in to follow this  

1 Comment

Recommended Comments

Frankly, the screenie's friggin fantastic
I'm tripping like jesus in the desert when he fasted,
Like it's the night before we all get drafted,
Like we're rowing through some rapids with Kevin Bacon, white water rafting
Like you're on epcot center on acid?


Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!